So, I had stuttering today, and invisible enemies, but their weapons were visible. I took out a whole grou of them by guessing where they were based on the torches and weapons they were carrying.
And then the game told me the frame rate was not good enough for network play, press any key.
So, no game for me!
Oh right, performance issues. Is anyone still having trouble on PC? I’ve almost completely forgotten about it. I notice a little hitching when the game is loading a new zone or part of a dungeon. I’m still on high settings, maybe I should bump it back up to maximum.
Cormac
1693
Yep, can’t even get it to run… (posted that a few hours ago)
I haven’t done magic but I don’t think there is any way the bow/arrow combo scales like magic. It would be nice if there were some bow build options, but my sense is they are similar to previous games. Weaker, longer-ranged, physical magic with built in binoculars.
When I took down the boss in question, I was using normal arrows with a Longbow +6 and they were hitting for 125 a pop. That was that boss. Mighty Shot weapon art often one shots mobs in the world. That can be useful…
Same old bow, though.
Bateau
1695
Sounds pretty cool, I’ll have to give it a try. Thanks!
Plus mounted Steppes archer is a lot of fun in the open world…
Does anyone know how the “Scholar’s Armament” spell works, or is anyone familiar with similar effects from previous games?
The spell adds magic damage to my melee weapon. There doesn’t seem to be any kind of “stat” representation of the extra damage, though. But I assume that extra magic damage must scale off of something. So which of these is closest to the truth?
- The extra damage is always a flat amount.
- The extra damage scales off of my INT.
- The extra damage is flat but can be higher based on the upgrade level of the staff I use to cast the spell.
Timex
1698
I believe that is adds a fixed amount of damage to any weapon (regardless of the weapon’s damage itself), and that fixed amount scales based on the sorcery staff you use to cast it (so, essentially the amount is scaling based on your staff’s sorcery boost stat, which I believe scales based on int?).
At least, I believe that is how it works.
Okay, that makes sense and kind of tracks with what I was finding online (although, the game is still so new that many of these specifics aren’t nailed down yet, and there seem to be a lot of conflicting reports).
One of the status screens shows the attack damage for each equip slots. You can check it before and after casting the spell. My guess is that the spell scales with INT and staff “incantation” stat scales with +levels. You can test it by enabling Godrick’s rune for bonus stats, and test upgrading the staff.
Incidentally I have the feeling that similar buffs don’t stack, like strength from the physik flask and roar ability. I will have to test this. I know you can’t stack spell buffs on Ashes-infused weapons, as they refuse to cast, even with the same bonus damage type.
Is there any way to find out what the status icons under your life/FP/Stamina bars means? I went under status but didn’t find anything - at one point yesterday I had FOUR different little icons but then I forgot about them. I’m sure some are items I have equipped, but it would be handy if there was somewhere in-game to look up what’s currently effecting you.
Not in-game. They should add that and a list of recently picked up items. Fromsoft don’t seem likely to make UI changes at this point though. I also wish the compass were placed a bit higher and that I could reduce the frequency of ghosts/message/bloodstains/etc.
Ah, that seems to be it, the “someone in the group” messages were popping constantly, and I only added the group password recently. I’m going to remove the passwords. It’s just not worth listening to that buff sound effect (too similar to scarabs!) and the group message is always distracting.
Kolbex
1704
It would be nice if you could just temporarily turn off messages, too. Often times I’ll come across one that informs me of a beautiful view, and I’ll think you’re right that is nice and would make a good screenshot, but the message itself usually mars the scene a bit.
So are the writing and story vastly improved from previous Souls games, due to his involvement?
So, erm, at the graces where you meet the Maiden lady, there is a boss.
Guy with a shield and big spear.
I stumbled onto him while I was massacring the other soldiers there.
But he is tough, and hits hard.
He does seem fairly slow though, and his big spear thrust is telegraphed.
So I am guessing let him thrust, roll in, jab jab, roll away.
He assisted in creating the world, the story being told is from the game’s director (same guy that did the stories for past games). That said, they put a stronger emphasis on story, lore, there are more people to talk to and more things to pick up on, more quests to under take populating the world, and a lot to explore. So far.